See bottom of this post for my emergency workaround that luckily worked, but I think this is a very very important issue for you to address, which is why I am spending so much time writing this detailed report, taking pics, and uploading my 383 mb project state (which was perpetually crashing)
Below is my original message before I found emergency workaround solution, I only found the solution after Rocket repeatedly and consistently crashing at least 50 times, within 30-45 seconds of launching Rocket with my project. (which is how I got to 50 crashes so fast).
Since the events of this message below I have been able to modify the asset in question and everything seems stable again, I explain my emergency solution at the end of this post
Dear Friends at Epic,
I have run into an utterly repeatable, utterly consistent, and totally unavoidable crash pattern when trying to use Rocket.
All productivity is stopped in terms of the editor, I have a window of about 30-45 seconds when editor loads before it crashes out completely with no log info. (I am using -log).
I literally cannot continue my project.
I also think I know pretty closely where the issue is, so dont worry
My Entire Project Install For You For Debugging
And! I have zipped my entire project state and am uploading it to drop box for you all to look at and see if it happens to you too. (file is called VictoryGame.rar, under Nathan Lyer, and is about 383mb)
The exact and single asset that I feel is causing the crash is called:
WarriorAnimTree2 (AnimBlueprint instance)
Editor has been running absolutely smoothly for me till now, and I was using it all day today, until I did the following:
- I had 3 float variables added to my animblueprint, called
They are editable and exposed on spawn, and I put them in a category called “Foot Placement”
I have two Skeletal Control Nodes on my blueprint (cant send you pic now cause I cant load the blueprint, results in instant crash).
the LFIK variables were being put back together into a vector and used as in the input on one of the skeletal controllers, which was actively hooked into the anim blueprint output, and was working in-game, affecting the foot as expected.
This was fine, editor was fine for many hours
- Then just a few moments ago
I decided to add 3 more float variables to my animblueprint instance
I clicked them as editable, but did not make them exposed on spawn, also put them in category “Foot Placement”
I COPY-PASTED the vector-from-components node and the LFIK variables and deleted the LFIK vars, and added the RFIK vars, and hooked the result into the node, and hooked in the other skeletal controller node, officially adding the Right Foot controller to the chain.
So the left foot controller with its LFIK vars was connecting to the Right foot controller with the RFIK vars, and this was connected to node output.
There was a space transform thingie (the thing that is conveniently automatically generated when making skel controllers) before the Left foot skeletal controller and 1 after the right foot to transition spaces properly.
Then I exited the animblueprint, went to save, and Rocket crashed
Then I tried to reload editor, and it crashes now, every time it finishes trying to load my animblueprint asset.
I know this because,
if I flip through editor windows fast enough while assets are still oading
and try to load my animblueprint I was just editing, it crashes immediately.
And if I just let editor do its thing, it will crash eventually, once it finishes loading assets and trying my now modified blueprint.
So I tried to get through editor real fast and delete my animblueprint to stop the crashing, but Rocket wont let me delete it because it is in use by my character.
I tried logging off and Rocket did do the longer loading cycle , but then still crashes every time it tries to load my animblueprint
this is a very big problem
It seems entirely related to my animblueprint asset, not the editor itself, so I dont think re-installing will help.
I’ve listed the steps I did to modify my animblueprint into the endlessly crashing state.
Proof it is my AnimBlueprint causing the crashing pattern
I’ve also proven it is my single animblueprint that was modified that is causing the endless crashing, because I double clicked on the shootergame project and the editor loaded it just fine.
I loaded shootergame animblueprints and other assets just fine.
but then I switched to my project and it crashed upon trying to load my modified animblueprint
The only things I did in the editor before saving, going from non-crashing to the endless crash-loop state, are the things I’ve listed above.
PS: Because I want to continue working on my project I have plans to try and delete my faulty animblueprint
but I have the zipped version of my unusuable project on my computer and uploading to you right now.
I was using -log to open the editor for at least 2-3 days
so there’s a whole bunch of log files that might help you out
END OF ORIGINAL MESSAGE
My emergency solution:
After trying various things, experiencing about 50 crashes (cause they happen within 30-45 seconds as the asset in question gets loaded, or instantly if I load the animblueprint directly),
on a whim,
or perhaps joyous inspiration,
I tried RENAMING the asset in question, BEFORE it managed to crash my Rocket for the Nth time.
So I frantically clicked through the windows of content browser, got to my asset (BEFORE it finished loading and crashed again), and I frantically typed in some letters (cause I only had a window of about 30 seconds).
Rocket very nicely told me that renaming the asset requires RECOMPILING THE BLUEPRINT.
so I said yes
well nothing happened,
Which was quite magical to me
after experiencing endless crashes within 30-45 seconds.
all seems stable again!!
But this is a huge problem I have uncovered, it required fancy speedy mouse clicking finesse on my part to click through fast enough to rename the offending animblueprint before it crashed my whole Rocket again for the Nth time (pick any number it was extremely consisent, see the dropbox version I’ve posted).
More pics for you
The Emergency Solution: Renaming the AnimBlueprint and triggering Recompile
The Editor needing to do redirects, or not recognizing the file has been saved with right click, upon exiting Rocket
The Offending Blueprint as it was after I managed to rename it and recover it (after 50+ Rocket crashes)